The world of Arranger: A Role-Puzzling Adventure takes place on a sprawling, interconnected gameplay grid, on which characters, objects, puzzles, and exploration all follow the same logic: when player character Jemma moves, the world moves too. And when you step off the edge of the grid in any direction, you “loop” around to the other side. With these mechanics in mind, and being a game without a failstate, we certainly had our work cut out for us when it came to designing our boss fights!
We started by laying down some structural ground rules about the game world, to keep our scope in check and put a rough template in place to design around. Each town has two roughly delineated dungeon areas, which at some point introduces the elements required to solve a larger puzzle at the end of the town, which we frame as our boss fights. Though they may (and should!) feel intimidating, our bosses are ultimately just larger puzzles that have more at stake in the context of the story.
Some early sketches of the second boss by our artist David Hellman. Featuring eyes, monsters, water, and a small identity crisis.
In a more traditional game, you’d have to worry about losing health if you get hit, or even dying and having to restart the fight. That’s not the case in Arranger, but your progress will still be limited until you can find a way to solve the challenge.
The dangers – or rather, the obstacles – that Jemma has to face are always connected to a strange force we call “the static,” which we represent in the game with a glowing purple aura around objects. The static objects aren’t affected by Jemma’s powers, and stay in place when she moves. This is true for all puzzles in Arranger, but it’s expressed in the most explicit way in these boss battles: the raw form of the static becomes a static beast, and Jemma has to find creative ways to defeat them, using all sorts of strategies introduced in earlier puzzles throughout the game.
The final stage of the first boss may look complicated, but you’ll develop all the skills required to defeat that long static boy by the time you get there!
Finding different ways to represent these beasts was a real challenge. We really wanted to express how the scale of the bosses was getting larger and larger as you progressed through the story, to convey that the risks were larger and that you were getting closer to the source of the problem.
Given the nature of the design and our primary goal of keeping the game experience breezy, a lot of these elements are represented not by the difficulty of the puzzle, but instead emphasized through the story context and art.
One of our comic-style cutscenes that introduces the first boss!
The first boss is something Jemma can work out herself – a worm getting larger and larger, with more static debris appearing after each phase, making the usable grid smaller each time. Whereas the second and the third bosses are actually the opposite: the grid becomes larger, giving more room for movement, but the steps to damage the boss become more complex, so you have to use everything you’ve learned (and Jemma may even have to get some help from other characters!). So it’s always a balance between giving players the right amount of space to maneuver around, depending on how much complexity and constraint we want to introduce.
You’d better use those birds if you want to poke all those eyes at the same time..!
It’s been really interesting for us – and we hope for players as well – to see how these elements evolve throughout the game. It may feel like a natural evolution, but it took a lot of (exhaustive) iteration and (fun!) exploration to get it feeling like we wanted it to. Just like Jemma, we had to go through a lot of chaos and make a big mess, before the dust settled on the other end to reveal the game’s true nature.
Thanks so much for checking out Arranger. We hope it slides right into your heart!
Gran Turismo players! This month’s Update 1.49* for Gran Turismo 7 will be available as of July 24 at 11:00pm PST / July 25 at 7:00am BST / 3:00pm JST.
Let’s dive into what’s new.
Updated physics simulation model
A major update has been introduced for the car physics simulation model. This update mainly affects the suspension physics model and tire physical calculation model resulting in much more natural weight shifting during cornering. Tire response has also been improved, along with more realistic tire heating and wear. Look forward to more dynamic car movement and a further polished driving feel.
French tire maker Michelin has been added.
6 new cars added this month
BMW M3 ‘97
*Can be purchased from Used Cars
From race car to luxury grand tourer, the 3.2L second generation M3.
The 2nd generation M3 was introduced in 1992, 2 years after the introduction of its base model, the 3rd generation ‘E36’ 3-Series. The original ‘E30’ M3 was a racing homologation model made by heavily modifying the standard 3-Series, in a stark contrast, the E36 M3 took the line in the direction of a grand tourer. It featured a more mature look, with understated aero parts. Performance, however, was still very much at the forefront of the design. The 3L inline-6 engine produced 282.1 BHP with 32.7 kgfm torque. With this engine at its heart, the car was able to accelerate from a standing start to 62 mph in just 6 seconds and could continue to accelerate up to 155 mph before hitting the speed limiter.
A minor model change in 1995 brought with it a 3.2L engine producing 316.6 BHP and 35.7 kgfm torque, and replaced the 5-speed manual transmission with a 6-speed unit, along with several changes to the chassis to sharpen the overall handling. 1997 saw the introduction of a 6-speed semi-automatic transmission.
Ferrari 430 Scuderia ‘07
*Can be purchased from Brand Central / Used Cars
A road-going racer that greatly improved upon the performance of the F430.
The 430 Scuderia was announced in September 2007 at the Frankfurt Motor Show, introduced as a high-performance version of Ferrari’s V8 series ‘F430’. It also served as the successor to 360 Challenge Stradale, a road-legal version of the 360 Challenge one-make race car that appeared in the 360 Modena era.
It is powered by the same 4.3L V8 DOHC engine as the standard F430, further tuned to produce an extra 19.7 BHP / 0.5 kgfm to produce a total 502 BHP / 47.9 kgfm. A streamlining of the interior fittings allowed for a roughly 100 kg weight reduction to 1,350 kg. These improvements resulted in a power-to-weight ratio of just 2.48 kg/BHP. The transmission is a 2-pedal manual ‘F1 Superfast 2’ which allows for gear changes as fast as 0.06 seconds. The running gear itself also has a direct impact on driving and lap times, and a number of F1 derived technologies have been implemented here as well, such as the F1-Trac combined traction and stability control system, and the electronically controlled ‘E-Diff’ differential.
Genesis X Gran Racer Vision Gran Turismo Concept
*Can be purchased from Brand Central
The racing version of the Gran Berlinetta adorned with aerodynamic parts.
The Genesis X Gran Racer Vision Gran Turismo Concept is the most emotional expression of Athletic Elegance in the Genesis portfolio. It is a racing derivative of the Genesis X Gran Berlinetta Vision Gran Turismo Concept, with increased downforce achieved by the impressive wings, active aerodynamic flaps, flat floor, front and rear diffusors, canards and gurneys. While the drag coefficient increases according to wing configurations, the increased downforce allows better lap times.
The X Gran Racer Concept is powered by a front mid-mounted race-spec Lambda II V6 engine, electrically assisted by Genesis E-SC technology. The hybrid race-spec drivetrain delivers a combined 1,540 HP (1,539.4 BHP) and 1,015 ft-lb (140.3 kgfm) of torque. The V6 screams at 10,000 rpm while delivering a maximum output of 870 HP (869.8 BHP) and 790 ft-lb (109.2 kgfm) while the front E motor generates an additional 670 HP (669.6 BHP) and 225 ft-lb (31 kgfm).
Lamborghini Gallardo LP 560-4 ‘08
*Can be purchased from Brand Central / Used Cars
No longer the baby Lambo; the Gallardo outgrew its nickname with top-tier performance.
Debuting in 2003, the baby Lambo ‘Gallardo’ underwent many improvements over the course of a five-year span, including several high-performance evolutions. Then, at the 2008 Geneva Motor Show, a model debuted that would outshine all of its predecessors. On the surface, the new Gallardo, or ‘LP 560-4,’ looked as if it had simply taken stylistic cues from the limited-edition Lamborghini Reventón. But in truth, it had undergone some major modifications. The most prominent of such modifications was the enlargement of its V10 engine displacement, from 4,961 cc to 5,204 cc. With additional intake and exhaust upgrades, and increased compression, the engine produced 552.3 BHP and 55.1 kgfm of torque, which was a 39.4 BHP and 3.1 kgfm improvement from the original Gallardo model.
The drivetrain employed the same full-time 4WD transmission and viscous coupling as its forebearers. As for the car’s name, the ‘560’ was taken from its maximum engine output, and the ‘4’ stood for its 4WD system. The car also inherited a 6MT, or ‘6-speed, 2-pedal manual transmission,’ the E-gear in particular being greatly upgraded, its shifting speed shortened by 40% in the sporty ‘CORSA’ mode. Many thorough weight-reduction efforts were also made, resulting in the vehicle weighing in 20 kg lighter than previous models, at 1,410 kg.
RUF RGT 4.2 ‘16
*Can be purchased from Brand Central
The ultimate naturally aspirated flat 6. A meticulously crafted machine made by RUF.
RUF is a company that continues to create unique sports cars based on Porsches, infused with their own philosophy and craftsmanship. One of their continuing model lines include the “RGT”, based on various 911 GT3 models. At the very core of the RGT is a concept to polish the performance of the GT3 model even further, while miraculously bestowing it the comfort of a road car. And at the 2015 Geneva show, RUF added a new model to this family tree: The RGT 4.2, based on the type 991, 911 GT3.
As the name implies it is powered by a 4.2L flat 6, increasing the displacement from the stock 3.8L of the type 991, 911 GT3 by 400 cc. But the increased displacement is not the only point of note. The RGT 4.2 engine is not just a tuned 911 GT3 engine, but uses the “Mezger engine” with the GT1 crankshaft as a base; an engine that has seen many successes in racing since the air cooled days of the flat 6. The car produces 123.3 BHP per litre, for a maximum power output of 517.7 BHP. On the exterior it is equipped with aggressive riveted overfenders, and the interior sports the integrated roll cage that the RGT series is known for. Combining competition blood with the grace of a road car, this is another fine example of a RUF, the ultimate car for a gentleman driver who enjoys both the track and daily use.
Subaru Impreza Rally Car ‘98
*Can be purchased from Legend Cars
Subaru’s triple race winning Impreza World Rally car from the 1998 season.
Subaru’s Impreza had been competing in the World Rally Championship since 1993 and had claimed the Manufacturers championship title in 1995 and 1996 under Group A regulations. Then in 1997, under ‘World Rally Car’ regulations, they were able to win the Manufacturer’s championship title again, making for a stunning 3- consecutive season run. The 1997 ‘World Rally Car’ specification Impreza, dubbed the WRC97, used the 2-door coupe model as a base, tuning the existing engine to produce 295.9 BHP and 48 kgfm torque.
The suspension geometry was also reconstructed and body widened as far as regulations would allow to 1,770 mm in order to provide maximum handling ability. The WRC98, introduced in 1998, implemented further modifications upon the previous model, adding a computer controlled active differentials in the front, rear and centre couplings. In the 1998 season, Subaru unfortunately missed out on the championship title and a chance to extend their winning streak. However, the car was more than able to prove its worth as a World Rally car as Colin McRae took it to victory in Round 4 Portugal, Round 6 Tour de Corse, and Round 8 Acropolis.
New GT Circuit
The return of Eiger Nordwand
Return to the Kleine Scheidegg, in this revival of a classic GT Original Circuit, situated just below the north face of Eiger, one of the most famous locations in the Swiss Alps. Running past the Jungfrau Railway station at 2,016m above sea level, this technical layout features a series of tight hairpin corners twisting left and right. With very little room to maneuver, and constant elevation changes, running a clean lap will require the utmost concentration and driving technique. A pit area in the tunnel at the end of the course means this track is also set up for full-scale races.
GT Mode Updates
Café / Extra Menus
The following Menu has been added:
Extra Menu No. 40: McLaren (Collector Level 50 and above)
GT Auto
New Pokal wheel brand added.
World Circuits (Event)
The following new events have been added to ‘World Circuits’:
European Sunday Cup 500 – Eiger Nordwand
Jimny Cup – Eiger Nordwand
World Rally Challenge Gr.B – Autodromo Nationale Monza
World Touring Car 600 – Michelin Raceway Road Atlanta
Gran Turismo Sophy
The next-generation racing AI agent, ‘Gran Turismo Sophy’ is now available on the following courses. Look for the Sophy icon in the ‘Quick Race’ menu on each track to test your skills against Sophy.
Nurburgring 24h
Autodrome Lago Maggiore – Full Course
Scapes
The Eiger has been added as a featured Curation in Scapes.
We hope you enjoy the updates and best of luck on the track.
*Internet connection and Gran Turismo 7 game required for update.
Welcome to the Escalation of Freedom, Helldivers. We’ve taken the time to gather feedback from our players on the front lines, and we’re bringing greater variety to our content. From missions and objectives to enemies and planets, we’re delivering lots of new content for both our veteran players and brand-new Helldivers on the battlefield. Get ready for our biggest update yet!
Our community continues to show us how strong we all are when united against the mindless Automatons and the scourge of the Terminid. As we stand here, on the eve of the Escalation of Freedom, we reflect on the 6 months since launch. We could never have predicted how far this game would go and how many Citizens would answer Super Earth’s call to arms!
We’ve watched our forces expertly handle every conflict and challenge we’ve thrown their way, from flying enemies to the Terminid Control System, to saving the children of Super Citizen Anne’s Hospital. Now for this major update, it’s time for us to give back something big to the community and welcome in even more players to the Helldivers universe.
Helldivers, this is escalating quickly.
Go on a Super Helldive
Go up against the new supersized bot fortresses.
Something that continues to amaze us is our players’ insatiable desire for more bugs, more bots, more liberation, and more destruction. We thought nine levels of Helldiving difficulties would be enough, but in the Escalation of Freedom we’re turning it up to 10… Combat Rating 10 that is.
CR 10: Super Helldive is our most challenging, most relentless dive difficulty level yet, and we hope that this is going to give players the intensity they’re looking for on the battlefield. And with a great challenge comes greater rewards.
The larva retrieval mission has the Helldivers babysitting a bug.
But a new difficulty level isn’t the only thing the community wanted. We’ve also heard your desire for mission variation, which is why we’re bringing you new mission objectives and bigger enemy outposts for both bots and bugs that offer brand new Super Sample rewards. These outposts will be heavily fortified, and require players to coordinate and strategize in order to take them out.
And if you’re new to Helldivers 2, you don’t have to worry about missing out on all the fun until you unlock Super Helldive, because many of our new mission objectives will be playable on other difficulty levels.
New Enemies & Dangerous Swamps
The Impaler returns!
Escalation of Freedom is unleashing some new threats to our liberty that will take some serious strategizing from the Helldivers to take down.
Back by popular demand: the Impaler! This big guy from the original Helldivers creates some new challenges. No longer can you run from the bugs when the Impaler is around–big, imposing, and destructive, it demands to be dealt with.
Also new among the Terminid ranks is the Spore Charger. As if the regular old Charger wasn’t scary enough, the Spore Charger is shrouded in fog to obscure its location until it’s right up on you, Helldiver.
The new Spore Charger in the fog.
Lastly, the Terminid Alpha Commander, which is a supercharged Brood Commander that’s bigger, meaner, and doesn’t hesitate to call in other bugs for backup.
You thought the regular old Brood Commander was bad? Think again.
Don’t think we forgot about the Automatons. Their ranks are growing, too, with the addition of the formidable Rocket Tank, as well as some other bot surprises we’ll be throwing your way.
The Automaton uprising continues.
Explore the swamps but not as you know them, with rolling fog and the untamed flora, the blackened trees obscure the light and the air itself feels haunted. Keep your flashlight handy, as visibility is limited and light is key. The enemy could be hiding anywhere amongst the undergrowth.
Get spooked, Helldivers.
Under the Hood
The last addition I want to highlight about the Escalation of Freedom update is that we’re making changes to mitigate the problem of grief kicking in Helldivers 2. While it’s our hope that players engage with the game in good faith and sportsmanship, we do recognize that some players are using the team kicking to grief others.
To help improve this we have implemented a system where if a player is kicked, they will spawn into a new session as the host with all of the team’s loot from their previous session. All items can now be picked up by the player before extraction. The squad doing the kicking will see a message in the chat widget that a player has been kicked, yet their loot remains unchanged.
With these changes, all players have the opportunity to leave with all loot collected on mission, with no one Helldiver losing out. We’re committed to making changes that will improve the player experience and encourage healthy, cooperative gameplay.
Along with this, we’re also releasing other quality of life upgrades with Escalation of Freedom, including major fixes to the social menu to make diving with your friends easier.
Overall, we think this escalation is going to be packed full of awesome additions, long-awaited improvements, and a ton of surprises to discover! Helldivers 2: Escalation of Freedom is launching on August 6!
Hello, everyone. I’m Sky, the lead designer from Perfect World Games’ Hotta Studio. It’s hard to believe that Tower of Fantasy launched on PlayStation nearly a year ago. We are immensely grateful for your support and love for the game.
To celebrate this significant milestone, we are thrilled to announce the upcoming Version 4.2 update, packed with exciting new content. And, of course, we have special anniversary rewards! By participating in in-game events, you can earn up to 299 draws, 1,000 Dark Crystals, free vehicles, Shirli’s Haute Couture, and more. We can’t wait for you to join in the festivities.
Seaside summer bash
Summer is here, and we’ve got exclusive summer events just for you, set to launch soon.
Cheers! Summer Dance Off!: Join the yacht party where DJ Miss Anka will keep the energy high with her electrifying music. Stay long enough, and you’ll be treated to random gifts as a special guest!
Fruit Attack: The scorching sun has driven the fruits mad, and they’ve started diving into the sea, terrifying the nearby beachgoers! Head to the beach, hunt down these crazy fruits, and save the day while collecting refreshing fruit slices.
A Song of Water: Engage in a thrilling survival battle, dodging water balloons and showcasing your strategic skills.
Aesperia Volleyball Match: Get ready for intense volleyball matches that will rival the blazing sun and crashing waves.
We’ve also prepared plenty of event rewards. Authorizers can earn the Rocktooth Shark Vehicle, accessories, name cards, and more by participating in these events.
Brand new simulacrum: Nola
In the previous plot, Authorizers encountered the phantom thief group, Wednesday. In Version 4.2, you’ll dive deeper into Nola’s story.
Nicknamed Fang, Nola has swiftly dismantled various underground gangs in Aesperia, causing surrounding forces to be on high alert. Her sharp judgment has been crucial to the success of the “Wednesday” Phantom Thief group, establishing her as the undisputed boss. However, she has a significant void in her life—besides her name, Nola, she has no previous memories. Finding out about her past has been her primary pursuit.
Nola wields a unique weapon called Rumble, which has an Altered Damage attribute and combines a motorcycle and a greatsword. In non-combat situations, Rumble can change its elemental type, allowing Nola to choose from five different attributes, offering great versatility in team compositions. Additionally, in the open world, using the dodge skill Sonic Skyrider, Nola can instantly kill non-boss monsters after a certain time, greatly facilitating exploration.
Nola’s Haute Couture Swimsuit, Windswept Coast, will debut on August 20. Her long hair flows in the sea breeze, and the sheer fabric on her body flutters in the wind, making it seem as though she is dancing with the sea waves.
Anka’s swimsuit, Whimsy Fruit Punch Night, and the Authorizer’s swimsuit, Summer Special, will also be available starting from August 6, adding an extra touch of summer coolness to Astra Coast.
New interactive system: Dorm Gameplay
After the version update, Authorizers can enter a specific room via the Dorm option in the simulacrum interface, immersing themselves deeply in her daily life. By actively participating in the Dorm gameplay and the accompanying Splendid Residence activities, Authorizers can use rewards to accelerate unlocking Dorm features, ensuring intimate and unforgettable moments with the simulacrum.
Bustling Central District ready to open
The Aesperia Central District map is coming soon. This area embodies administrative, commercial, and residential functions. Aesperia’s largest commercial hub, Sylvia Business Street, the vibrant Azure Coast with its abundant water activities and tourists, and the renowned company Schuder Electronics famed throughout Aida, are all located here, awaiting your visit. More importantly, it boasts the tower-shaped energy-guiding device, Tower of Fantasy, which has brought a bright future to Aesperia. Let’s explore the heart of this sci-fi metropolis together!
After the August 6 update, the main storyline Behind the Neon Lights will officially launch! Interactive devices will be available across the entire map, and the new world boss, Ground Controller, is ready to challenge the Authorizer.
Anniversary rewards
We’ve prepared a variety of free rewards as well! By participating in in-game events, you can earn up to 299 draws, 1,000 Dark Crystals, and even Nemesis Haute Couture Shirli and weapon appearance White Dwarf, Jetpack Skin Neon Mech Wings, Head Accessory Tata’s Ultimate Support Blue Dolphin Sunglasses, and more. We are looking forward to your participation.
Tower of Fantasy version 4.2 will bring even more exciting content. We look forward to meeting you in the new version and exploring a brand new world of adventure together.
Hey y’all! This week the PlayStation Podcast crew sits down with Firewalk Studios Lead Gameplay Designer Claude Jerome and Lead Character Designer Jon Weisnewski to talk all things Concord. Plus, the team dives into their experiences with the Concord Early Access Beta and discusses Tekken’s 30th anniversary.
Stuff We Talked About
Upcoming releases:
Arranger: A Role-Puzzling Adventure | PS5
Evo 2024 Blog
Mortal Kombat 1 Takeda Brutality Blog
Tekken’s 30th anniversary
Interview w/ Firewalk Studios (begins at 20:13)
Kunitsu-Gami: Path of the Goddess | PS5, PS4
Elden Ring | PS5, PS4
The Cast
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Sid Shuman – Senior Director of Content Communications, SIE
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Brett Elston – Manager, Content Communications, SIE
Thanks to Dormilón for our rad theme song and show music.
[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]
Last week, we asked you to share moments sailing through your favorite games using #PSshare #PSBlog. Here are this week’s highlights:
shimo_ps shares sailing on a schooner in Windbound
WarDaddyPlatine shares Nathan sailing through chaos in Uncharted 4: A Thief’s End
Dario_OtherEyes shares an aerial view of Bayek and his skiff in Assassin’s Creed Origins
MrioMoreno5 sails through the skies in The Artful Escape
spec_arc shares Jin tossing a grappling hook from the deck of a ship in the rain of Ghost of Tsushima
RhodWulfLeon shares Kratos and Freya rowing in God of War Ragnarök
Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?
THEME: Flintlock: The Siege of Dawn SUBMIT BY: 11:59 PM PT on July 24, 2024
Next week, humanity makes their last stand. Share epic moments exploring Flintlock: The Siege of Dawn using #PSshare #PSBlog for a chance to be featured.
The New Era established in Mortal Kombat 1 has seen many classic characters from the series evolve in new and interesting ways. Resetting the Mortal Kombat Universe allowed us to experiment with their narratives to sharpen relationships, increase connections, and heighten conflicts. We’re taking characters in bold new directions while also honoring their pasts.
Before we dive into the backstory of Takeda joining the Mortal Kombat 1 roster, let’s take a first look at his Brutality finishing move.
When the team decided that Takeda Takahashi should join the roster of Mortal Kombat 1, we were faced with an intriguing narrative challenge: How do we make a character, who was previously a second generation kombatant, a peer of his immediate ancestors? We chose to alter Takeda’s history to root him firmly in the New Era’s present day.
Mortal Kombat 1 introduces reimagined versions of iconic characters in a way that as they’ve never been seen before, and in this New Era created by Fire God Liu Kang, Takeda is Kenshi Takahashi’s cousin, not his son. As a fellow Takahashi, he has also served the Yakuza. As a fellow hero, he also eventually chooses to reject them. But that doesn’t mean that he and Kenshi are thick as thieves. As was the case in the prior Mortal Kombat era, the two men have different agendas which bring them into conflict. Where Kenshi’s sole focus is extracting his family from the Yakuza’s embrace, Takeda seeks its destruction as well as the destruction of Earthrealm’s entire underworld. Kenshi is no fan of Takeda’s larger and deadlier agenda.
Even with these changes, Takeda’s backstory still retains key narrative elements from its prior iteration. As before, Takeda spends significant time living among the Shirai Ryu. He trains with Scorpion, blending the latter’s Shirai Ryu technique with his own style of kombat.
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As we began writing Takeda’s scripts, we realized that his world needed to be more deeply integrated with that of his fellow kombatants. To do so, we brought the criminal Red Dragon clan into the mix. They make their first appearance in the New Era as the shadowy bosses responsible for all of Earthrealm’s and Outworld’s organized crime.
Takeda Takahashi will be available on July 23 as part of the early access period for Mortal Kombat 1 Kombat Pack owners on PlayStation 5, followed by wide availability on July 30. Additionally, Takeda will be playable for the first time ahead of his release at the Evolution Championship Series (Evo) fighting game tournament in Las Vegas from July 19 to 21. This opportunity will be available exclusively for event attendees and located within the Mortal Kombat 1 booth at the Las Vegas Convention Center West Hall.
Freegunners, Concord’s Open Beta launches today, granting you a weekend’s worth of galactic action on PS5 and PC. Jump aboard the spaceship Northstar, meet the Freegunners, then head planetside to take on rival crews across multiple different game modes. Open Beta gives you a chance to try out the 16-strong character roster, and get to grips with Crew Builder, the Job Board and more.
You’ll find additional gameplay details, tips and lore in the ‘How to Play’ section of the Open Beta’s main menu. To bolster that info and arm you with additional gameplay tips ahead of launch, we sat down with Firewalk Studios’ lead gameplay designer Claude Jerome and lead character designer Jon Weisnewski to dig into the intricacies of the multiplayer shooter’s gameplay mechanics and systems.
A Freegunner for everyone
Concord’s 16-strong character roster offers a lot of variety from the off. But there are certain Freegunners in the lineup that are a good fit for certain players based on their experience in the multiplayer shooter genre.
“We actually have a number of characters that are designed specifically to be entry points for players who feel anxiety or stress that come into a game like this,” says Weisnewski. “For that player who’s never played a shooter before, I’d recommend Lark. Lark was designed from the ground up to be inviting [to those players]. Their weapon, the Razor Pod Launcher, blasts out this little sphere that floats in the air. When an enemy gets close to that sphere, it detonates and spawns little homing projectiles that will track down the enemy and do damage… so right out the gate, we have a gun that doesn’t require players to be precise with their aiming.
“One of Lark’s Abilities is to drop a Spore Seed. It creates an area that buffs your team and debuffs the enemy team – you’ll get faster mobility, a little bit of damage resistance. That Spore has a high uptime, so you can be constantly planting. You’ll help your team by running around the map and planting Spore Seeds in key locations. Their other Ability is the Transplant Pod. On first activation they create this little plant, and on second, they teleport back to it. There’s a ton of high level strategic play, but [for newcomers], they have a weapon they don’t have to aim, an Ability that always helps their team and if they get stressed during combat, they can teleport out.”
“Kyps is similar,” Jerome continues. “She’s a spy robot that can plant surveillance traps, she can go into stealth [on dodging]. She can be an effective help for the team in this low anxiety way. The traps can spot people behind walls.
“That feeds into a dynamic of our philosophy – brains versus aims. We want both to matter. It matters if you have thumb skill, but we also want this cerebral approach to combat. Be thoughtful of every move you make, to feel like it matters to the outcome of the match.”
“For the highly competent shooter player, someone who is already very, very skilled at these games, just wants to pick it up and, and be effective right out the gate, I would recommend Teo,” concludes Weisnewski. “Teo was intentionally designed to feel familiar to people who have played shooters. He’s got a very military-inspired loadout: a Guild Guard Rifle, a side arm pistol he can swap to. He has Cluster and Smoke Grenades. He’s got a double dodge. He’s quick. If you’ve played any shooter, he should just feel immediately familiar.”
Crew Roles
Rather than traditional archetypes, each of the 16 Freegunners fall into one of 6 Roles – Anchor, Breacher, Haunt, Ranger, Tactician and Warden. Each has been defined and designed around play styles, with further variety found in the characters that fall within those Roles. “We have three different Rangers,” examples Weisnewski. “Each has a distinct feel to them. We have a more support-leaning character, a defensive-leaning character and a more traditional offensive-leaning character… we hope players will gravitate to one that actually feels like it was made just for them and how they want to play.”
“One of our philosophies we’re talking about is this concept of like recipes versus ingredients,” explains Jerome. “Recipes are this authored, crafted thing that you have to play this way, right? We just give you a bunch of tools and you can pick the way you want to approach combat.” You’ll see each Freegunner’s Role displayed on the Character Select screen.
Character Abilities and Skillful Loops
Every Freegunner has two unique Abilities, mapped to L1 and R1. Not all recharges are built around cooldown time: they differ per Freegunner and are built around the most fun, effective way to reinforce that character’s personality. It’s a resource model Firewalk coin as “Skillful Loops” or “Sloops” for short. “I think Jabali was the pioneer of sloops,” says Weisnewski, the concept successful enough to inspire the studio to apply it all Freegunners. “Take a character like Lennox, a precision shooter. A character with a lot of trust in their thumbskill will have an extremely higher DPS than others. So that’s the skill we’re trying to encourage, train and reward. So Lennox gets his Throwing Knife Ability back on landing a kill.” In contrast, 1-Off’s Trash Bomb recharges by vacuuming up projectiles or items in the world. Find out more about the Ability conditions for each Freegunner in the Character Select screen or in the Freegunners section of the main menu.
Crew combos
“This goes back to that recipes versus ingredients analogy,” says Jerome. “Combos are these implicit combinations of actions and status effects” with Freegunner combative options pairing nicely together. “DaVeers’ Burnite grenade launcher leaves these purple chemical splashes where its projectiles hit. If they hit those with their Ignition Dart, they’ll ignite and explode. But if another character like Haymar uses her fire abilities, it’ll also ignite those chemicals.” Start experimenting during matches and get a feel for complementary skillsets.
Support items
Some Freegunner Abilities are permanent, deploying an item into the combat space that can help your crew or hinder rivals. Examples include Daw’s Heal Pads that top up an ally’s energy bar, or Duchess’s Construct Walls which block paths or provide cover. These will remain even between match rounds, or until the enemy team does something about them. So for multi-round matches, there’s value in long-term strategy by populating the map with useful gear. “It allows you to take advantage of characters beyond their lifespan [during a match],” explains Jerome.
Crew Builder and rolling over Role Perks
Each of the six Freegunner Roles has a Crew Bonus. Rangers, for example, have Improved Weapon Recoil, Tacticians, faster reload speed. In Concord, if your next deployed Freegunner has a different Role, the previous character’s Role-specific perk stacks on top of theirs, ultimately letting you play a much more capable combatant infused with the buffs of 6 Roles. It’s an extra layer of strategy played out over a match as you play through Freegunners to adapt to the situation at hand. Crew Builder, selectable within the Freegunners option on the main menu, allows you to build custom team compositions, deck builder style, to take into specific modes. There’s more details in the “How to Play” menu.
Complete Jobs, get paid
Freegunners are mercenaries, guns-for-hire who roam the galaxy and do high-stake jobs to keep them going. “We want each match to [feed into that fantasy],” says Jerome. “So that shows up in our progression system. The Job Board shows all the different things you can be rewarded for doing in that match. That could encourage Ability usage, kill combinations… when you complete those jobs, those challenges, that gives you XP. Your payout. That unlocks more options, more customisation for your characters.”
Concord’s Open Beta is available on PS5 & PC July 18 – 21. You can listen to an extended interview with Firewalk in the Official PlayStation Podcast, the new episode of which drops tomorrow.
Hello everyone, I’m Kee Zhang from Hotta Studio. I’m incredibly excited to introduce our brand new title, Neverness to Everness, to PlayStation players today!
Neverness to Everness (NTE for short) is a supernatural urban open-world game set to release for free on PS5. You will step into the shoes of an Appraiser, embarking on an extraordinary supernatural adventure in the bustling metropolis of Hethereau.
Let’s dive into what makes this game unique.
Welcome to Hethereau, a city beyond the ordinary
You’ve probably played many city-based games, but Neverness to Everness offers a Hethereau that is both familiar and bizarre, yet convincingly real. In this open world, every moment is an adventure as you explore and live in this unique city.
In Hethereau, you’ll encounter TV-headed otters, skateboarders creating graffiti on the street at midnight, and countless supernatural phenomena we call Anomalies. The origins of these anomalies are varied and remain unexplained. Encountering an anomaly in Hethereau is as common as breathing—hopefully, your first encounter won’t scare you.
Hethereau is also a living city.
Operational shops and businesses: A complete business management system lets you purchase vehicles and property to enhance your city life.
Dynamic NPCs: The streets are filled with realistic pedestrians who have destinations and genuine actions. Most NPCs follow traffic rules, but if you disrupt the order, expect different reactions from them.
Authentic vehicles: You can modify and drive them, wreak havoc on the roads, or participate in races.
Anomalies: light comedy with a twist
A great open-world game needs a compelling story, and Neverness to Everness revolves around these anomalies.
As the protagonist, you’ll debut in this anomaly-filled city as an appraiser at the antique shop “Eibon”, beginning an extraordinary daily life by nullifying and containing various anomalies.
Seeing anomalies in the city is like hearing a discordant note in a symphony—they stand out and offer rich, explorative content. We tell the story through episodic narratives with a light comedic touch, aiming to deliver vivid, nuanced storytelling and distinct character portrayals. Our goal is to spark players’ curiosity, maintain immersion, and drive a continuous desire for exploration.
Meet companions, battle with supernatural abilities
While exploring this urban open world, you’ll meet companions with various supernatural abilities to help you solve upcoming events. These abilities, known as Espers, are awakened powers in ordinary humans—some can utilize anti-gravity to climb high-rise buildings, unlocking new urban perspectives, while others can destroy environments, enhancing immersive realism.
These abilities also shine in combat, creating “Esper Reactions” that are easy to master and make battles more exciting. With great Esper comes great responsibility—the safety of Hethereau relies on you and your companions.
Building Hethereau with cutting-edge technology
Hethereau combines cutting-edge technology with the latest trends. To achieve our desired effects and make the city scenes more realistic, we used Unreal Engine 5 to construct the city’s framework and leveraged Nanite virtualized geometry technology to significantly enhance scene realism. We will also continue optimizing for the PlayStation platform to ensure an exceptional player experience.
Neverness to Everness has been in development for a while, and Hethereau has been built from scratch. This city will continue to grow, with more residents and features added over time.
Thank you to every player who has followed our journey, stay tuned for more news about Neverness to Everness.
The competition heats up in season 5, introducing wrestling royalty as WWE superstars join a packed roadmap of content including new Multiplayer maps and modes, the final Zombies story mission, the return of the Atlas Superstore, and much more across Call of Duty: Modern Warfare III and Call of Duty: Warzone.
Bait (launch): Catch a win in the Sunshine State deploying dockside on this mid-sized map featuring poolside tiki floats and a central boat house.
Yard (launch): Crush your enemies in this small cel-shaded map set in a junkyard in the Sonoran Desert.
New Variants: At launch, play new cel-shaded map variants Toonoxide (Rust) and Celship (Shipment). At the mid-season, battle amongst the bold outlines of Ink House (Stash House).
Slam Deathmatch and other new modes
Slam Deathmatch (in-season): Earn points by downing and then eliminating opponents with a Finishing Move during the WWI SummerSlam event. All Finishing Moves will be randomized WWE Finishing Moves.
COD Warrior (launch): Compete 2v2v2 in a series of randomized, quickfire minigames. Every round win awards one point, and the first team to reach five points wins. Adapt quickly: with 15 minigames in all, you never know what’s coming next.
Arcade Playlist (in-season): Power up with new abilities including increased jump height, the Ground Slam, and Forcefield while fighting for possession over five new power weapons like the Sledgehammer with increased knockback ability and Akimbo Dragon’s Breath pistols.
Zombies overview
The final story mission (mid-season)
Face the ultimate challenge and confront the Entity in a new area of the Dark Aether. Avoid the horde using Aetherium launch pads to soar through the air and survive the climactic final boss battle to unlock a cinematic and acquire the first piece needed to access the new Dark Aether Rift.
New Dark Aether Rift, Schematics (mid-season)
Be alert for clues to opening a lucrative and lethal Dark Aether Rift. Earn powerful new rewards including permanent unlocks for completing the perilous challenges within. Discover three new Schematics to aid you along the way:
Disciple Bottle: Spawn a friendly Disciple to wreak havoc against your foes.
Grenade Bandolier: Replenish your Lethal and Tactical Equipment over time, allowing you to regularly bombard enemies.
Stash Increase: Increase your stash size to 30.
Call of Duty: Warzone overview
Superstore POI (launch)
The iconic Atlas Superstore is coming to Urzikstan. South of the Orlov Military Base, the Superstore fulfills all your shopping needs whether that’s new weapons, a perk set, armor plates, or other useful items. Prepare to fight across the aisles as other squads seek out these same goods.
New modes, features, and public events
Supreme Resurgence (mid-season): Deploy to a Rebirth Island filled with exceptional ground loot including meta-inspired Weapon Blueprints plus other changes to the Resurgence formula. Win your first match to unlock a new weapon camo.
Bounty Contest (launch): When this public event activates in Resurgence, every squad is given a Bounty Contract. Survive the target on your back and earn cash for every completed bounty.
Redeploy Drone (launch): Redeploy on your own terms with the portable R.D.B. Field Upgrade. Throw out a line for the whole squad and reposition fast.
Elite Contracts (mid-season): Seek out Elite Contracts to earn bonus rewards including an elite cache providing one of the following: the Foresight Killstreak, multiple Redacted Weapons, Specialist Perk Package, or an Advanced UAV.
Recon Flyover (mid-season): In two waves, a squadron of Advanced UAVs highlight scanned Operators as red player arrows on the map. Prepare for imminent battle.
General overview
Season 5 Combat Pack for PlayStation Plus members
PlayStation Plus members, don’t forget to grab the season 5 Combat Pack. This pack grants Élodie “Lockpick” a new Operator Skin: Apotheosia.
PlayStation Plus members will also receive the following: the Colosseum Vanquisher weapon Blueprint, the Pantheon Pummeler weapon Blueprint, the Augustan Assailant Large Decal, the Corinthian Conqueror weapon Sticker, the Golden Lion Charm, and the Aegis Emblem.
New challenges and events
Rule the ring and unlock new content across Weekly Events like the WWE SummerSlam; prove your championship status by completing challenges across all game modes to unlock rewards including an Operator Skin mastery reward.
Earn more rewards across a variety of in-game events, including the Conquest Event plus new Field Rep events like Wildlife Most Wanted, Emotional Overdrive, and Echo Endo Live!
New Store content: WWE Superstars, Toon Force 141
Superstars Cody Rhodes “The American Nightmare” and Rey Mysterio “The Ultimate Underdog” join new Tracer Pack Bundles alongside other Store offerings like Tracer Pack: Toon Force 141; take down your enemies, comic book style.
Season 5 launches July 24
Expect more content in the season, like six new Aftermarket Parts and four new weapons, including a new SMG and assault rifle plus a spear and compound bow. Compete in new Ranked Play challenges across Multiplayer and Call of Duty: Warzone, disrupt enemy electronics with the EMP Grenade, and progress through a Battle Pass featuring highlights like Operator Skins for Rhea Ripley AKA “Mami” and Ivan Alexxeve, leader of Konni Group.
Purchase Modern Warfare III on PlayStation to enjoy the benefits of two additional loadout slots, monthly exclusive Double XP events, +25% PlayStation Party Bonus XP, +5 bonus Battle Token Tier Skips with a BlackCell purchase, and a free in-game bundle each season with the Combat Pack.